Bullet Points: 10 Subschool Augmentation Feats (PFRPG) PDF

Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't have time to slog through a page of history for every magic weapon. Sometimes all that's needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.

Bullet Points are a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.

The High Concept: Ten feats that allow spellcasters who focus on subschools of magic to have a slight advantage with all spells of that subschool, much as summoning specialists gain with Augment Summoning. This is the latest in a series of products to celebrate the "Summer of Bullets" event!

Are you going to do more like this one? It feels like it's the start of something. It feels like you had to stop due to length and that we will see more like this.

Well, folks say "Always leave them wanting more!"

I figured I'd pretty well handled subschools, but I was considering doing descriptor augmentation feats. But John Halpin had an idea about spell/school/list interaction that has me considering some other ideas...